MediaScapes 2010 ID Research Blog


MediaScapes Final – Digital/Physical: Subjective Reality

Digital/Physical: Subjective Reality

Architecture is the thoughtful making of spaces. The continual renewal of architecture comes from the changing concepts of space.” – Louis Kahn

This project provides the grounds for discussion on how architects design for space(s). The current modern method has architects using computers to design physical spaces out of 3D digital spaces. Architects are designing physical space through digital space. This project shows that the boundary between the two is a wavering line. The importance of an architect is based around an ability to design useful space be it aesthetic, functional, or ideally both. There was never a necessary distinction between physical and digital given that digital didn’t exist until 1937 with the creation of the “Model K.”

Now with full implementation of computers being used to help us visualize and create new physical spaces, the architect and their place as a designer of space is changing. Our concept of space and spaces is changing and as architects, the key designers of space, there is a need to embrace both the physical and digital spaces architects are designing in. By studying them and finding out what makes each a valuable asset for design and how they are affecting people and their relationships to the spaces they inhabit both physical and digital, architects can reclaim a role in the forefront of the public’s mind as the key prime designers of space with the same respect and prestige architects deserve.

Wireframe Model Projection Board MediaScapes Final

Axle/Plane – An Experiment (Idea 2)

Axle – Origin late Middle English : from Latin, ‘axle, pivot.’

Plane – Origin early 17th cent.: from Latin planum ‘flat surface,’ neuter of the adjective planus ‘plain.’ The adjective was suggested by French plan(e) ‘flat.’ The word was introduced to differentiate the geometric senses, previously expressed by plain, from the latter’s other meanings


Your axle (position): Moving space one plane at a time. (A play on concepts (and all words included).)

(Extended) Description:

The planes move and the player has the ability to sit still and watch as the world changes around them. This can be a passive experience where you merely sit/stand and watch as lighting, space, and all surroundings change and the space changes and is dynamic around you. Or the person can move and explore and discover new spaces at will while the space is changing or remains static during certain moments where the person can “freeze everything” or once standing it a certain place the world will “freeze” itself.

Concepts for the “game.”

  • This can be something that fully rotates.
  • This could be something where the person operates on horizontal and vertical axes and the pieces/space changes by moving along the x, y, and z axes.
  • The floor could change by proximity and reveals water as the floor slides away. (Similar to idea shown in gizmag 03.12.10.)

Imagine a space you could be in where the walls, the floors, the paintings, the pictures, the lighting was all dynamic, moving, changing, at your will or on your presets. This space could maximize your space, your experience, your views, your perceptions, your life. This could manifest countless iterations, version, concepts, and ideas of user-generated (or computer-generated) space. No longer confined to a dying vision of 20+ years from the past. Constraints are thrown off, shackles undone, current vision springing forth to match new prospective worlds for its inhabitants desires and imaginations.

Idea 1 – Details behind Diagram (03.03.10)

Details behind Diagram (03.03.10)




Find theoretical core

California Flying Adventure

How does this technology change the individual, why repurpose a space to be another space?

Theory is base knowledge/the platform

Varying inputs

Why weather data, why weather data set type, any works

Video game/virtual theory

Spatial and temporal when using environmental data sets

What does it mean to bring data into an environment and represent abstract environments (Santa Monica)

What do I need to learn from this?

Supplemental architectural discourse

What is the importance of using data physically and digitally and being able to interact with it?

Setting up the installation as a question. It’s a prototype. It’s an experiment that provides the content for an architectural discussion.

What does it provide when using a physical interface to change digital geography and vice versa. Data is digital and it changes physical space in the installation.

Question of use and how you use data. For this we use it to shape space.

We’re using data to shape space.

Cause/Effect. Spatial cause and effect.

Installation should provide understanding that data is existing. Game should provide that data is useable and manipulable for an achievable purpose. The entire installation is to provide a platform for figuring out what is important about the ability to manipulate data spatially in physical and digital environments and how they translate to our psychological experience.

Game to figure out what data is what and where it is going, or moving physical spaces, digital information physically and back to digitally.

Game moves and translates physical space and digital space through the interface of data/information.

Abstraction of information and understand the impact whatever it is and how it translates in the basis of why information is important, necessary, and constantly under study.

This game will provide a method for importing data one way from another physical space. This will change things physically and digitally in their respective spaces. This information can then be further manipulated physically. This manipulation manifest into information again and is re-represented digitally in another way.

The physical project will have space that you move and connect. This will then change things in the digital world to move and connect, but it will reinterpret the information to take place differently.

If you connect board A with block B and C in the physical space. This connection might turn something on in the digital world, or it might make something push out and knock a standing object over that then becomes a platform to walk across.

This translation is also representative of how the information taken from Santa Monica’s physical environment is being represented in the physical space at SCI-Arc. It isn’t and can’t be completely accurate so the translation is understood to change relationships. This change is manifested in different ways all the time with translation of information. This translation of information has an architectural effect.

Santa Monica is physically moving objects which are being translated digitally into data, this information is then translated and fed into another environment and moves things physically inside it. Digital information is translated into physical information. This digital information is changed into physical space. These physical objects are then manipulated and translated back into data again and shown digitally as an environment to simulate the fact that you can take this information and manipulate it at will.

This provides the question that once we start to manipulate information and data in a data age such as this, what are the potentials for – that it has on our environments whether they be physical or digital? We inhabit both now. We inhabit them both architecturally as well in every other sense.

What are the potentials for data changing.

Data now is something to be translated in architectural terms. In an information age we have to understand how this information impacts us spatially. We exist in two realms now.

The question is:

What are we using to manipulate these realms?

Why are these things important?

How do they impact our experience?

Why are these methods of data importation and information interfacing important?

What are they doing to the way we think?

Diagram/principle of operation

Intention/criticality (discussion) (text)

Visualization/Design of experience (video clips, images, representations)

Narration (storyboard)/(text)

interpretation of information

connecting and disconnecting information with other information – networking

it’s the fact that you are moving things in another environment

Architectural Education provides:

Conception of skills

think politically

technical skills

educated in philosophy, culture, material, space, technology

incorporates contemporary questions of media

the ability to think critically and do

understand agenda and performance

Idea 1 – Project Details/Questions (02.25.10)

Project Details/Questions

Outside which is reality

Enter a threshold that reminds you of the reality came from and the environment you’re entering.

introduction and change into digital environment(s)

realize the transfer of environments

threshold/car acts as change between home and work, one environment to the next

Q: How do you understand why you are in different spaces?

A: Understanding the transfer of spaces relies on body data interpretation.

How: Physical Data corresponds with:

1. Auditory

2. Visual

3. Sensory/Touch (Hard/Soft/Sharp/Dull/Windy)/Temperature (Hot/Cold)

Q: What makes a space physical/real vs. digital/not real?

A: The ability to decipher physical information with the body. The concept behind virtual reality is the interaction of the digital body with the physical digital objects in an environment.

Q: What is the purpose of creating an environmentally immersive space?

A: To evoke an intelligent emotional response reflecting of the understanding of your bodily impact on the space you inhabit. How and why it happens, or just the mere fact that it is happening.

Q: What does the project do?

A: Transfers you between your daily space you impact without potentially realizing it to a space where your interactions with a particular environment can be immediately seen, deciphered, and understood.

Idea 1 – Project Statement (02.24.10)

Archiving (Environmental/Spatial) Impacts

Project Statement

(1st paragraph: what is intended; 2nd paragraph: why)

Taking inspiration from game developer thatgamecompany, most notably their games Flower and flOw.

input mic from space that measures noise level and corresponds with an increase in red shown through LED lights. This represents the activity level and if there is too much the structure will start to lose air and die unless those people present act upon the structure to try and help it.

Moral decision.

The project is about archiving impact through the measurement of our interaction within environments. This project creates the ability to be aware of the responsibilities we have towards our environment.

By creating a space where a user (of a particular simulated space) can interact with an environment and register their impact through visual display and auditory awareness the user is able to read, comprehend, and then manipulate their environment by actively acting within it responding to the complexities that arise from their presence within it.

The archiving process is the process of collecting the knowledge of the user’s space and time and processing the information acquired and becoming more knowledgeable of the impacts we have short and long term and what we have to do to maintain balance and the energy required to harm and help these environments.

The constitution of a game provides this medium for understanding through individual and group moral decision making. This simulates a large and small scale real world response.

One iteration of this might be noise sensors that monitor levels and to “fix” the problem when there is too much noise there might be poles in the room that X amount of people must hold onto and squeeze thereby preventing further movement and committing them to solving the problem through direct action. The solution otherwise is to leave the room of quiet the room down minimizing the impact upon the environment in the room.